Get rid of MSVC's __int64
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
This commit is contained in:
@@ -178,7 +178,7 @@ GameRenderer::~GameRenderer()
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}
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void GameRenderer::tick(bool first) // 4J - add bFirst
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{
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{
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tickFov();
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tickLightTexture(); // 4J - change brought forward from 1.8.2
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fogBrO = fogBr;
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@@ -627,7 +627,7 @@ void GameRenderer::unZoomRegion()
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void GameRenderer::getFovAndAspect(float& fov, float& aspect, float a, bool applyEffects)
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{
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// 4J - split out aspect ratio and fov here so we can adjust for viewports - we might need to revisit these as
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// they are maybe be too generous for performance.
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// they are maybe be too generous for performance.
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aspect = mc->width / (float) mc->height;
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fov = getFov(a, applyEffects);
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@@ -679,7 +679,7 @@ void GameRenderer::setupCamera(float a, int eye)
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// 4J-PB - this is a per-player option
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//if (mc->options->bobView) bobView(a);
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bool bNoLegAnim =(mc->player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_NoLegAnim))!=0;
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bool bNoBobbingAnim =(mc->player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_NoBobbing))!=0;
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@@ -770,7 +770,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
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//if (!mc->options->thirdPersonView && !mc->cameraTargetPlayer->isSleeping())
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if (!localplayer->ThirdPersonView() && !mc->cameraTargetPlayer->isSleeping())
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{
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if (!mc->options->hideGui && !mc->gameMode->isCutScene())
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if (!mc->options->hideGui && !mc->gameMode->isCutScene())
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{
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turnOnLightLayer(a);
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PIXBeginNamedEvent(0,"Item in hand render");
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@@ -795,7 +795,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
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// 4J - change brought forward from 1.8.2
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void GameRenderer::turnOffLightLayer(double alpha)
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{ // 4J - TODO
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#if 0
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#if 0
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if (SharedConstants::TEXTURE_LIGHTING)
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{
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glClientActiveTexture(GL_TEXTURE1);
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@@ -868,7 +868,7 @@ void GameRenderer::updateLightTexture(float a)
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if (player == NULL) continue;
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Level *level = player->level; // 4J - was mc->level when it was just to update the one light texture
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float skyDarken1 = level->getSkyDarken((float) 1);
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for (int i = 0; i < 256; i++)
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{
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@@ -1141,7 +1141,7 @@ int GameRenderer::runUpdate(LPVOID lpParam)
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Vec3::CreateNewThreadStorage();
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AABB::CreateNewThreadStorage();
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IntCache::CreateNewThreadStorage();
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Tesselator::CreateNewThreadStorage(1024*1024);
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Tesselator::CreateNewThreadStorage(1024*1024);
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Compression::UseDefaultThreadStorage();
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RenderManager.InitialiseContext();
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#ifdef _LARGE_WORLDS
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@@ -1210,12 +1210,12 @@ int GameRenderer::runUpdate(LPVOID lpParam)
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}
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m_deleteStackSparseDataStorage.clear();
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LeaveCriticalSection(&m_csDeleteStack);
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// PIXEndNamedEvent();
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AABB::resetPool();
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Vec3::resetPool();
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IntCache::Reset();
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IntCache::Reset();
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m_updateEvents->Set(eUpdateEventIsFinished);
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}
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@@ -1247,12 +1247,12 @@ void GameRenderer::DisableUpdateThread()
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if( !updateRunning) return;
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app.DebugPrintf("------------------DisableUpdateThread--------------------\n");
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updateRunning = false;
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m_updateEvents->Clear(eUpdateCanRun);
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m_updateEvents->Clear(eUpdateCanRun);
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m_updateEvents->WaitForSingle(eUpdateEventIsFinished,INFINITE);
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#endif
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}
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void GameRenderer::renderLevel(float a, __int64 until)
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void GameRenderer::renderLevel(float a, int64_t until)
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{
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// if (updateLightTexture) updateLightTexture(); // 4J - TODO - Java 1.0.1 has this line enabled, should check why - don't want to put it in now in case it breaks split-screen
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@@ -1335,7 +1335,7 @@ void GameRenderer::renderLevel(float a, __int64 until)
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if (until == 0) break;
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__int64 diff = until - System::nanoTime();
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int64_t diff = until - System::nanoTime();
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if (diff < 0) break;
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if (diff > 1000000000) break;
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} while (true);
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@@ -1594,7 +1594,7 @@ void GameRenderer::renderSnowAndRain(float a)
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this->turnOnLightLayer(a);
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if (rainXa == NULL)
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if (rainXa == NULL)
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{
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rainXa = new float[32 * 32];
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rainZa = new float[32 * 32];
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@@ -1657,7 +1657,7 @@ void GameRenderer::renderSnowAndRain(float a)
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}
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// 4J - some changes made here to access biome through new interface that caches results in levelchunk flags, as an optimisation
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int mode = -1;
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float time = _tick + a;
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@@ -1669,7 +1669,7 @@ void GameRenderer::renderSnowAndRain(float a)
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int rainSlot = (z - z0 + 16) * 32 + (x - x0 + 16);
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float xa = rainXa[rainSlot] * 0.5f;
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float za = rainZa[rainSlot] * 0.5f;
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// 4J - changes here brought forward from 1.8.2
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Biome *b = level->getBiome(x, z);
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if (!b->hasRain() && !b->hasSnow()) continue;
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@@ -1715,9 +1715,9 @@ void GameRenderer::renderSnowAndRain(float a)
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float Alpha = ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel;
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int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
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t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
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br, br, br, Alpha, br, br, br, 0, tex2);
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#else
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t->tex2(level->getLightColor(x, yl, z, 0));
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@@ -1753,9 +1753,9 @@ void GameRenderer::renderSnowAndRain(float a)
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float Alpha = ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel;
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int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
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t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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br, br, br, Alpha, br, br, br, Alpha, tex2);
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#else
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t->tex2((level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4);
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@@ -1861,7 +1861,7 @@ void GameRenderer::setupClearColor(float a)
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}
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else if (t != 0 && Tile::tiles[t]->material == Material::water)
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{
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unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Water_Clear_Colour );
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byte redComponent = ((colour>>16)&0xFF);
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byte greenComponent = ((colour>>8)&0xFF);
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@@ -1873,7 +1873,7 @@ void GameRenderer::setupClearColor(float a)
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}
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else if (t != 0 && Tile::tiles[t]->material == Material::lava)
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{
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unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Lava_Clear_Colour );
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byte redComponent = ((colour>>16)&0xFF);
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byte greenComponent = ((colour>>8)&0xFF);
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@@ -2017,7 +2017,7 @@ void GameRenderer::setupFog(int i, float alpha)
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{
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glFogi(GL_FOG_MODE, GL_EXP);
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glFogf(GL_FOG_DENSITY, 0.1f); // was 0.06
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unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_In_Cloud_Fog_Colour );
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byte redComponent = ((colour>>16)&0xFF);
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byte greenComponent = ((colour>>8)&0xFF);
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@@ -2049,7 +2049,7 @@ void GameRenderer::setupFog(int i, float alpha)
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{
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glFogf(GL_FOG_DENSITY, 0.1f); // was 0.06
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}
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unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Water_Fog_Colour );
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byte redComponent = ((colour>>16)&0xFF);
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byte greenComponent = ((colour>>8)&0xFF);
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@@ -2074,7 +2074,7 @@ void GameRenderer::setupFog(int i, float alpha)
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{
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glFogi(GL_FOG_MODE, GL_EXP);
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glFogf(GL_FOG_DENSITY, 2.0f); // was 0.06
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unsigned int colour = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Under_Lava_Fog_Colour );
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byte redComponent = ((colour>>16)&0xFF);
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byte greenComponent = ((colour>>8)&0xFF);
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